Fallout 3 Walkthrough & Strategy Guide

Now, if your back is facing the cell in which you came from, head left all the way down the corridor until you reach a vacated control station. Here, you'll find three items of particular interest, the first three of twenty-five total you should be seeking out if you want the only non-mission based Achievement/Trophy in the DLC pack. You'll see some interesting control panels that you'll be able to examine. They are shaped like circles with three smaller circles in the middle, with blue lights emanating from the center of each of the three circles. Examine each, and you'll garner for your inventory Alien Log #14, Alien Log #15, and Alien Log #22. These are important, so naturally, you're going to want to hold onto them. After grabbing them, backtrack to the opposite end of the pathway, where you'll go through a pink-colored device that will heal you moderately.

In this next room, you can quickly find three more recordings -- Alien Log #1, Alien Log #3, and Alien Log #12. All three are found on the circular devices identical to the ones the three earlier logs were found via. After exploring this room and finding little else of interest, you'll notice that there are two doors out of here. The door directly ahead is sealed shut, however, so you'll have no choice but to use the door on your left to proceed onward. Once you do, a little girl trapped in one of the cells on your right will plead for you to release her. To do so, you'll need to activate the foreign, alien machine at the top end of this corridor. Once you do that, examine the three cooling devices on three sides of the larger mechanism. Doing so will force it to explode, rendering it useless.

Once the device is destroyed, the three cells in this corridor, two of them completely vacant, will open up. Go back and meet up with the little girl named Sally, and she'll begin to talk to you. She'll even offer to help you get out of here. Accept her help, and she'll backtrack to the previous room, where the door we earlier said was sealed will now be completely bypassed by Sally. How the hell does she know so much? It's simple. Sally has been here for a while. A long, long while. In fact, she says she's been here since the bombs dropped. In case you're curious, that was about two-hundred years ago. Talk about time dilation!

On the other side of the door, you can move forward with little trouble. In front of you is another sealed door, and to your left is a small office-like compartment, complete with its own lone alien inhabitant. As you approach the door, chances are the alien would have already spotted you. He comes to greet you, so immediately begin attacking him with your Shock Baton to end his life quickly and cleanly. Once he's downed, you can then explore the room he was earlier occupying. Three alien containers are within, containing not only all of your previous equipment, but Plasma Grenades, Plasma Mines, a Pulse Mine, a Plasma Pistol, and more! Before leaving the room, be sure you hit the switch along the glass, which will open the locked door in the previous area. Don't neglect grabbing your equipment by the way. It remains to be seen what happens if you get to the end of the DLC and are beamed back without it... you might just lose everything completely!

Work your way through the unlocked door. The next door will open once examined, and will lead to the ship's steamworks area. Be certain you reequip yourself with your newfound gear, which will help you to survive future alien encounters with relative ease. It's at this early point in exploring the steamworks that Sally will offer to go ahead or stick with you. You can arm her with a grenade, or have her stick around. It doesn't really matter, because fact is, you're going to have your hands plenty full as you traverse the steamworks with her help or without it. For a while, the linear pathways will be quiet. Dead ends will make themselves pretty evident, so getting lost is nearly impossible. But when you begin running into large numbers of hostile aliens armed to the teeth with their specialized weapons, you know you're going to be in a considerable amount of trouble.